My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Good
Versatility
RIP
F2P score
Mediocre

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Zappies Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Zappies Golem Ram Rider

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Golem Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake Tornado Poison

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Golem Ram Rider

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Golem Ram Rider

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons Ram Rider
Giant Snowball
Skeletons Fire Spirit Zappies Ram Rider
Zap
Skeletons Fire Spirit Zappies Ram Rider
Barbarian Barrel
Skeletons Fire Spirit Zappies
The Log
Skeletons Fire Spirit Zappies Ram Rider
Earthquake
Skeletons Zappies
Arrows
Skeletons Fire Spirit Zappies
Royal Delivery
Skeletons Fire Spirit Zappies Ram Rider
Fireball
Zappies Ram Rider
Poison
Zappies
Lightning
Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Tornado Poison

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Fire Spirit Tornado Poison Golem

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Fire Spirit

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Fire Spirit Earthquake Tornado Zappies Poison Ram Rider Golem

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

8 Skeletons Fire Spirit Earthquake Tornado

Attack Synergies 2 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Fire Spirit
Golem Ram Rider
Earthquake
Golem Tornado Ram Rider
Zappies
Golem Ram Rider
Tornado
Earthquake Poison Golem Ram Rider
Poison
Golem Tornado Ram Rider
Golem
Earthquake Poison Fire Spirit Zappies Tornado
Ram Rider
Fire Spirit Earthquake Zappies Tornado Poison

Defense Synergies 0 12

Skeletons
Fire Spirit Earthquake Zappies Tornado Poison Ram Rider
Fire Spirit
Skeletons Tornado
Earthquake
Skeletons Zappies Tornado
Zappies
Skeletons Earthquake Tornado
Tornado
Skeletons Fire Spirit Earthquake Zappies Poison Ram Rider
Poison
Skeletons Tornado
Golem
Ram Rider
Skeletons Tornado

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Earthquake Zappies Ram Rider
Skeletons Zappies Ram Rider
Tornado Ram Rider Skeletons Fire Spirit Zappies
Skeletons Zappies Ram Rider
Earthquake Tornado Poison
Tornado Skeletons Fire Spirit Earthquake Zappies
Tornado Ram Rider Fire Spirit Zappies Poison
Earthquake Poison Ram Rider
Zappies Skeletons Tornado
Tornado Skeletons Fire Spirit Zappies
Poison Skeletons Earthquake Zappies Tornado Ram Rider
Zappies Tornado Poison Ram Rider
Skeletons Fire Spirit Earthquake Zappies Ram Rider
Fire Spirit Earthquake Zappies Tornado Poison
Zappies Ram Rider
Tornado Zappies Ram Rider
Skeletons Zappies Tornado Poison
Fire Spirit Zappies Tornado Ram Rider
Earthquake Tornado Poison Fire Spirit Zappies Ram Rider
Zappies Tornado Ram Rider
Fire Spirit Earthquake Zappies Poison

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeletons Zappies
Poison
Zappies Skeletons Ram Rider
Zappies Tornado Ram Rider
Skeletons Zappies Ram Rider
Fire Spirit Poison Skeletons Zappies Tornado Ram Rider
Skeletons Zappies Ram Rider
Zappies
Skeletons Zappies Tornado Poison
Skeletons Zappies
Zappies
Tornado Poison
Skeletons Zappies Ram Rider
Zappies
Zappies Skeletons Tornado Poison
Poison Earthquake Zappies

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Earthquake Poison
Poison Tornado Ram Rider
Earthquake Poison
Earthquake Poison
Poison Fire Spirit Earthquake
Poison Fire Spirit Tornado Ram Rider
Fire Spirit Earthquake Tornado Poison
Earthquake Poison Fire Spirit Tornado Ram Rider
Poison Tornado Ram Rider
Fire Spirit Tornado Poison
Poison Earthquake Tornado Ram Rider
Poison Fire Spirit Tornado
Earthquake Poison Fire Spirit
Earthquake Poison
Earthquake Poison
Earthquake Poison
Earthquake Poison
Earthquake Tornado Poison
Fire Spirit Earthquake Poison
Fire Spirit Earthquake Tornado Poison
Earthquake Poison
Tornado Poison
Tornado
Earthquake Poison
Earthquake Tornado Poison Fire Spirit
Poison Earthquake Tornado Ram Rider
Tornado Poison Ram Rider
Poison Tornado
Poison Fire Spirit Tornado
Zappies Poison
Poison Earthquake
Zappies Poison
Earthquake Poison
Earthquake Fire Spirit Zappies
Poison Fire Spirit Zappies Tornado Ram Rider
Poison
Earthquake Poison
Tornado Poison
Zappies Tornado Poison
Zappies Tornado Poison
Poison Tornado

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